cover
Contact Name
Wirna Rindang Putri Larosa
Contact Email
admin@sihojurnal.com
Phone
+6282290663210
Journal Mail Official
admin@sihojurnal.com
Editorial Address
Jln. Dusun I No. 72 Desa Tetehosi Kecamatan Idanogawo Kab. Nias, Sumatera Utara, Indonesia
Location
Kab. nias,
Sumatera utara
INDONESIA
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik (IDENTIK)
Published by CV. Sinar Howuhowu
ISSN : -     EISSN : 3063864X     DOI : https://doi.org/10.70134/identik
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik (IDENTIK) ini menerbitkan artikel penelitian dalam bidang Ilmu Ekonomi, Sejarah Ekonomi, Ekonomi Terapan, Bisnis dan Keuangan, Ekonomi Lingkungan dan Ekologi, Ekonomi Islam, Ekonomi Kesehatan, Ekonomi Fiskal, Ekonomi Moneter, Ekonomi Politik, Akuntansi, Pendidikan Bahasa Indonesia, Pendidikan Bahasa Inggris, Pendidikan Kewarganegaraan, Pendidikan Guru Sekolah Dasar, Pendidikan Matematika, Pendidikan Ekonomi, Pendidikan Biologi, Pendidikan Agama, Pendidikan Sejarah, Pendidikan Teknik Bangunan, Pendidikan Bimbingan Konseling, Teknik Sipil, Teknik Elektro, Teknik Informatika, Teknik Kerajinan, Arsitektur , Teknik Industri, Teknik Mesin, Pendidikan Teknik, serta bidang Ekonomi, Pendidikan, Teknik, terkait lainnya.
Arjuna Subject : Umum - Umum
Articles 350 Documents
Analisis Peningkatan Kemampuan Kognitif Murid Pada Fase E Elemen Pemrograman Terstruktur Setelah Menggunakan Lms Mindlab Rino Raihan Gumilang; Rizky Basatha
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1726

Abstract

Students' cognitive abilities in the Structured Programming element at the vocational secondary school level remain a challenge in the implementation of Phase E of the Merdeka Curriculum, particularly in the mastery of programming logic and problem-solving concepts. This study aims to analyze the improvement of cognitive abilities among Class X RPL students at SMK Antartika 2 Sidoarjo following the use of a website-based LMS entitled Mindlab, integrated with the Problem Based Learning (PBL) instructional model. The study employed a Time Series Design conducted across three meetings in May 2026. Cognitive ability data were collected through pre-test (O1, O2) and post-test (O3) instruments that had been validated by subject matter experts. The media validation yielded 83.14% (Very Valid), the learning module 85.59% (Very Valid), the subject matter 82% (Valid), and the cognitive test items 80.63% (Very Valid). Inferential analysis using the Paired Sample T-Test revealed a calculated t-value of 68.45 with 30 degrees of freedom (df) and a p-value of less than 0.001, indicating a statistically significant increase in students' cognitive abilities. The magnitude of cognitive improvement was further assessed using the Normalized Gain (N-Gain) test, which produced a mean score of 0.732, classified within the high gain category. User experience evaluation using the UEQ instrument showed that the majority of scales were positioned Above Average against the global benchmark. These findings indicate that LMS Mindlab is significantly and effectively capable of enhancing students' cognitive abilities in the Structured Programming element of Phase E.
Rancang Bangun Sistem Informasi Administrasi Surat Desa Berbasis Web Dengan Qr Code Dan Tracking Status Menggunakan Metode WaterfallDi Desa Tuhemberua Ulu Niko Demus Baru Zebua; Nethania Nonifati Roselin Gea; Jurisman Waruwu
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1727

Abstract

Letter administration services in villages still largely rely on manual processes, causing slow service, recording errors, archive search difficulties, and a lack of transparency regarding application status. This study aims to design and build a web-based village letter administration information system equipped with QR Code validation and real-time tracking status, using the Waterfall development method, for Tuhemberua Ulu Village. The development stages consist of requirements analysis, system design, implementation, testing, and maintenance. The system was built using PHP, MySQL, and Bootstrap, and tested using Black Box Testing. The results show that the system successfully manages incoming and outgoing letters, generates QR Codes to validate letter authenticity, and provides a tracking feature that allows the public to monitor the progress of their letter requests without visiting the village office. It is concluded that the developed system improves the effectiveness, efficiency, transparency, and accountability of village letter administration services compared to the previous manual system.
Pengembangan Lms Menggunakan Project Based Learning Untuk Pembelajaran Pemrograman Berorientasi Obyek Siswa Kelas X Rpl Smk Sefni Marcella Pratiwi; Ekohariadi
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1733

Abstract

Object-Oriented Programming (OOP) instruction at SMK Negeri 2 Mojokerto is still dominated by conventional teaching methods, resulting in suboptimal student participation and learning media that do not adequately support interactive learning. This study aims to develop a Moodle-based Learning Management System (LMS) using the Project Based Learning (PjBL) model and determine its feasibility as well as differences in students' learning outcomes. The research employed the Research and Development (R&D) method using the ADDIE model. The participants consisted of 70 tenth-grade Software Engineering (RPL) students divided into an experimental class and a control class using a nonequivalent control group design. Data were collected through expert validation sheets and learning outcome tests, then analyzed using normality, homogeneity, Mann-Whitney U, and Independent Sample t-tests. The LMS achieved high validity, with validation scores ranging from 93% to 96%. The experimental class obtained higher cognitive (88.43 vs. 78.57) and psychomotor (94.29 vs. 84.29) scores than the control class, with significant differences (p < 0.05). Therefore, the Moodle-based LMS using the PjBL model is considered valid and demonstrates significant differences in learning outcomes compared with conventional instruction.
Pengembangan Lms Moodle Berbasis Project Based Learning Untuk Meningkatkan Kompetensi Kognitif Pada Elemen Pemrograman Web Siswa Kelas Xi Rpl Smk Negeri 4 Bojonegoro Salvia Nabillah Syifa; Ersha Aisyah Elfaiz
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1734

Abstract

The implementation of digital learning media for the Web Programming element at SMK Negeri 4 Bojonegoro remains significantly constrained, leading to a high reliance on conventional teaching methods and a lack of a specialized Learning Management System (LMS) that supports project-based learning. This research aims to develop a Project-Based Learning (PjBL)-based Moodle LMS called DigiLearn and analyze its effectiveness in improving the cognitive competence of students. Using a Research and Development (R&D) approach with the ADDIE model, this study employed a Nonequivalent Control Group Design. The study involved two classes of eleventh-grade Software Engineering (RPL) students, split into an experimental group (XI RPL 1) and a control group (XI RPL 2), each consisting of 34 students. The developed LMS was integrated with the Monitoring Kanban Board plugin to help students track their project milestones through To Do, Doing, and Done categories. Data collection was conducted via expert validation and pretest-posttest instruments, subsequently analyzed using feasibility percentages, N-Gain tests, and Independent Samples t-Tests. The validation results demonstrated that the LMS is highly feasible for implementation. The N-Gain analysis revealed that the experimental group achieved a score of 0.712 (high category), significantly outperforming the control group's score of 0.381 (moderate category). Furthermore, the Independent Samples t-Test confirmed a statistically significant difference in cognitive competence between the two groups. It is concluded that the PjBL-based Moodle LMS is highly effective in enhancing students' cognitive competence within the Web Programming element.
Pengembangan Media Pembelajaran Gamifikasi Berbasis Web Untuk Materi Input-Process-Output Dan Arsitektur Komputer Von Neumann Pada Informatika Kelas X Nur Kholis Wakhid; Ramadhan Cakra Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1736

Abstract

Learning Input-Process-Output (IPO) and Von Neumann computer architecture is often challenging for tenth-grade students due to its abstract nature. This study aimed to develop a web-based gamified learning media for Informatics Grade X using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The media, named ArchiLogic, integrates gamification elements such as points, levels, leaderboards, and problem-based learning missions. Feasibility was assessed through expert validation: media experts gave a score of 90% and learning experts gave 92.14%, both categorized as "Very Feasible". Effectiveness was tested on 35 Grade X students at SMK Negeri 1 Lamongan using a one-group pretest-posttest design. Average scores improved from 46.34 (pretest) to 87.11 (posttest). The Paired Sample t-Test showed a significant difference (p-value < 0.001), and the N-Gain score reached 0.758 (High category). These results confirm that web-based gamification effectively facilitates better conceptual understanding and increases active student engagement in Informatics.
Pengembangan Algoflow Untuk Pembelajaran Algoritma Berbasis Problem Based Learning Cahya Dwi Rahmawati; Ramadhan Cakra Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1738

Abstract

Algorithm learning at SMK Negeri 1 Lamongan faces several challeges, including low learning motivation among Grade X Accounting students, a learning process that has not gradually built foundational algorithmic thinking, and limited access to computer laboratories. This study aims to develop AlgoFlow, a web-based learning media with a Problem Based Learning  (PBL) approach on flowchart algorithm material, and to assess the media’s feasibility based on expert Evaluation and student responses. This study employed the Research and Developmt (R&D) method using the ADDIE Development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were 33 Grade X Accounting 1 students of SMKN 1 Lamongan. Data collection instruments included media expert validation questionnaires, learning expert validation questionnaires, and student response qustionnaires based on the Tehcnology Acceptance Model (TAM). The results  showed that AlgoFlow was declared highly feasible based on media expert validation with a percentage of 93,3% and learning expert validation with a percentage of 92,67%, both categorized as “Very Feasible”. The student response Analysis using the TAM model showed that all variables in the “Agree” category, with Perceived Ease of Use (PEOU) at 77,45%, Perceived Usefullnes (PU) at 76,97%, Attitude Toward Using Technology (ATUT) at 78,18%, Behavioral Intention to Use (BITU) at 76,82%, and Actual Technology Use (ATU) at 77,58%. These results indicate that AlgoFlow is feasible and well-accepted by students in flowchart algorithm learning.
Evaluasi Hasil Pembelajaran Elemen User Interface Dalam Pemrograman Berbasis Teks, Grafis Dan Multimedia Dengan Menerapkan Problem Based Learning (Pbl) Berbasis Learning Management System (Lms) Khalimatus Sa’diyah; Harun Al Rosyid
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1741

Abstract

The learning of User Interface (UI) elements in Text-Based, Graphic, and Multimedia Programming at SMKN Tambakboyo was still dominated by conventional, teacher-centered methods, resulting in suboptimal student engagement in problem-solving. This study aimed to (1) analyze the validity of a Problem Based Learning (PBL)-based Learning Management System (LMS) developed to support UI element learning, and (2) evaluate the difference in learning outcomes between classes taught using the PBL-based LMS and those taught with conventional classroom methods. This study employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The resulting product is a web-based LMS named EDUPRO, which integrates the PBL model with an AI-powered learning assistant feature called Edubot. The research subjects were 35 students of Class XI Software Engineering (RPL) at SMKN Tambakboyo, divided through ordinal pairing into an experimental group (18 students, PBL-based LMS) and a control group (17 students, conventional learning without a case-study approach on the EDUPRO LMS). Learning outcome data were analyzed using the Shapiro-Wilk test, Levene's Test, and the Independent Sample T-Test with the aid of RStudio. The results show that the EDUPRO LMS was categorized as Very Valid, with an overall average validation score of 93.29% (media validation 87.50%, material validation 96.36%, and test-item validation 96.00%). In terms of learning outcomes, the average posttest score of the experimental class (76.11) was significantly higher than that of the control class (64.41), with respective gain scores of 19.21 and 7.65. The Independent Sample T-Test produced t = 2.233 and Sig. (2-tailed) = 0.032 < 0.05, indicating that H₀ was rejected and H₁ accepted. Process, product, and reflection assessments of the experimental class also fell into the Very Good category, with average scores of 93.11%, 92.00%, and 85.00%, respectively. These findings confirm that the PBL-based EDUPRO LMS is both valid and effective in improving students' learning outcomes on the User Interface element.
Pengembangan Lms Berbasis Moodle Mengimplementasikan Pjbl Untuk Mengukur Kompetensi Administrator Database Dengan Pendekatan Joyful Learning Pada Materi Materi Basis Data (Xi Rpl Smks Semen Gresik) Meutya Hermanadia; Bambang Sujatmiko
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1742

Abstract

Database learning for Grade XI Software Engineering (RPL) students at SMKS Semen Gresik is still predominantly conducted through conventional teaching methods, resulting in low student engagement and suboptimal achievement of Database Administrator competencies. This study aimed to develop a Moodle-based Learning Management System (LMS), namely SIJOY, by implementing the Project Based Learning (PjBL) model with a Joyful Learning approach and to examine its feasibility and effectiveness in improving students' Database Administrator competencies. This research employed the Research and Development (R&D) method using the ADDIE development model, consisting of the Analysis, Design, Development, Implementation, and Evaluation stages. The effectiveness of the developed LMS was evaluated using a Nonequivalent Control Group Design involving 60 Grade XI Software Engineering students at SMKS Semen Gresik, divided into an experimental class and a control class. The research instruments included media expert validation questionnaires, learning expert validation questionnaires, student response questionnaires, and pretest-posttest achievement tests. The data were analyzed using descriptive percentage analysis, prerequisite tests, and the Independent Samples T-Test. The results showed that the SIJOY LMS obtained feasibility scores of 95.83% from media experts and 92.85% from learning experts, both categorized as Highly Feasible. Furthermore, the Independent Samples T-Test revealed a significant difference between the experimental and control groups (t = −8.674; p < 0.001), indicating that the Moodle-based SIJOY LMS implementing Project Based Learning with a Joyful Learning approach is feasible and effective in improving students' Database Administrator competencies in Database learning.
Analisis Dan Rencana Perbaikan Proses Administrasi Operasional Menggunakan Business Process Model And Notation (Bpmn) Dengan Metode Business Process Improvement (Bpi) Nabila Nuriyatul A’ini; Dwi Fatrianto Suyatno
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1746

Abstract

PT Sinar Harapan Mapan Santosa (SHMS) is a manpower outsourcing services provider managing approximately 200 to 250 daily workers. The current operational administration workflow (As-Is model) at PT SHMS faces conventional procedural obstacles, such as manual applicant data retrieval on HRD spreadsheets and parallel double-validation attendance between daily manual sheets and fingerprint machines. These upstream bottlenecks trigger excessive financial rework and delay the dispatch of hardcopy billing documents out of town, so that Service Purchase Order (SPO) issuance from the client's headquarters in Jakarta is delayed by 1 to 2 weeks, disrupting the company's operational cash flow. This study analyzes the root causes of these administrative issues and designs an improved workflow using Business Process Model and Notation (BPMN) combined with the Business Process Improvement (BPI) framework. This descriptive qualitative study evaluates data from 6 key process owners across core divisions through field observation, in-depth interviews, and time-analysis simulation in Bizagi Modeler. Root causes are dissected using the Ishikawa Diagram (Fishbone 4M+1E) and Non-Value-Added Analysis. The proposed workflow (To-Be Model) applies Harrington’s Streamlining Tools, comprising Simple Automated Systems via a cloud database, Bureaucracy Elimination and Error Proofing by removing manual paper attendance sheets, and a Paperless Environment alongside Bureaucracy Reduction through digital billing documents (e-documents). The simulation results indicate a significant reduction in average cycle time across all five administrative sub-processes: Sub-process 1 (Labor Request) was reduced to 2 hours 5 minutes (a 63.8% reduction); Sub-process 2 (Recruitment and Placement) to 6 hours 15 minutes (an 82.9% reduction); Sub-process 3 (Operational Coordination & Attendance) to 1 day 1 hour 46 minutes (a 75.2% reduction); Sub-process 4 (Labor Payroll) to 3 hours 23 minutes (a 91.6% reduction); and Sub-process 5 (Billing and Payment) to 8 days 1 hour 6 minutes (a 46.9% reduction). This upstream acceleration expedites the external bureaucratic verification of SPO issuance from Jakarta, thereby securing the company’s operational cash flow stability.
Perancangan Antarmuka Dengan Metode User Centered Design Dan Prinsip WCAG 2.2 Pada Mata Pelajaran Matematika Kelas 2 (Studi Kasus: SLB-B Negeri Karya Mulia Surabaya) Siti Nur Hamidah; Berlian Maulidya Izzati
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1752

Abstract

This research is motivated by the challenges faced by 2nd-grade deaf students at SLB-B Negeri Karya Mulia Surabaya in understanding basic mathematical concepts due to abstract verbal explanations. Their reliance on visual information processing highlights the need for a digital educational platform specifically designed to suit their cognitive abilities. The purpose of this study is to design an accessible and inclusive user interface (UI) for a mathematics educational website. The design approach applies the User Centered Design (UCD) method to focus on the user, while adhering to the Web Content Accessibility Guidelines (WCAG) 2.2 standards. In this document, the research scope is limited from the problem identification stage to the preliminary design, or wireframe, stage. Data collection was conducted through observations and interviews with educators to map the characteristics and user requirements of the deaf students. Based on this identification, a design solution was developed in the form of wireframes, which prioritize visual information delivery using colors, interactive icons, and text, without the use of audio elements. The wireframe output includes interface designs for the Login, Home, Material, Quiz, Quiz Results, and Profile pages, which are intended to serve as the foundation for subsequent system prototype development.